Skip to main content
Top

2016 | OriginalPaper | Chapter

4. New Toy of Marketing Communication in Tourism: Gamification

Authors : Hakan Yılmaz, İnci Oya Coşkun

Published in: e-Consumers in the Era of New Tourism

Publisher: Springer Singapore

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Digital technologies have become completely indispensable in our daily lives; therefore, there is an urge for demand on new technologies and services based on these technologies. The change in marketing trends is mainly affected by the traditional methods that are insufficient to attract and maintain consumer interest. The new marketing communications tools embrace new approaches based on nontraditional tools and the old ones are no longer considered as appropriate for the new consumers of this age. Gamification is a very new marketing communication strategy that aims to unite loyalty programs with the most recent innovations in game design. This chapter attempts to explore the use of gamification as a tool for marketing communication in tourism. We argue marketing communication efforts in tourism and give examples of this tool in tourism enterprises, after a clarification of what gamification is and is not.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
go back to reference Bajdor P, Dragolea L (2011) The gamification as a tool to improve risk management in the enterprise. Annales Universitatis Apulensis Series Oeconomica 13(2):574–583 Bajdor P, Dragolea L (2011) The gamification as a tool to improve risk management in the enterprise. Annales Universitatis Apulensis Series Oeconomica 13(2):574–583
go back to reference Belch GE, Belch MA (2012) Advertising and promotion: an integrated marketing communications perspective, 9th edn. McGraw-Hill Companies, New York Belch GE, Belch MA (2012) Advertising and promotion: an integrated marketing communications perspective, 9th edn. McGraw-Hill Companies, New York
go back to reference Bista KB, Nepal S, Colineau N, Paris C (2012) Using gamification in an online community. In: Proceedings of the 8th international conference on collaborative computing: networking, applications and worksharing, CollaborateCom 2012, Pittsburgh, PA, pp 611–618, 14–17 Oct 2012. doi:10.4108/icst.collaboratecom.2012.250526 Bista KB, Nepal S, Colineau N, Paris C (2012) Using gamification in an online community. In: Proceedings of the 8th international conference on collaborative computing: networking, applications and worksharing, CollaborateCom 2012, Pittsburgh, PA, pp 611–618, 14–17 Oct 2012. doi:10.​4108/​icst.​collaboratecom.​2012.​250526
go back to reference Bowie D, Buttle F (2004) Hospitality marketing an introduction. Butterworth-Heinemann, OxfordCrossRef Bowie D, Buttle F (2004) Hospitality marketing an introduction. Butterworth-Heinemann, OxfordCrossRef
go back to reference Buhalis D, Law R (2008) Progress in information technology and tourism management: 20 years on and 10 years after the Internet-The state of eTourism research. Tour Manage 29:609–623CrossRef Buhalis D, Law R (2008) Progress in information technology and tourism management: 20 years on and 10 years after the Internet-The state of eTourism research. Tour Manage 29:609–623CrossRef
go back to reference Caillois R (2001) Man, play, and games. University of Illinois Press, Urbana Caillois R (2001) Man, play, and games. University of Illinois Press, Urbana
go back to reference Cechanowicz J, Gutwin C, Brownell B, Goodfellow L (2013) Effects of gamification on participation and data quality in a real-world market research domain. In: Proceedings of gamification 2013, Stratford, pp 58–65 Cechanowicz J, Gutwin C, Brownell B, Goodfellow L (2013) Effects of gamification on participation and data quality in a real-world market research domain. In: Proceedings of gamification 2013, Stratford, pp 58–65
go back to reference Copley P (2004) Marketing communications management: concepts and theories, cases and practices. Butterworth-Heinemann, Burlington Copley P (2004) Marketing communications management: concepts and theories, cases and practices. Butterworth-Heinemann, Burlington
go back to reference Deterding S, Dixon D, Khaled R, Nacke L (2011) From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th international academic MindTrek conference: envisioning future media environments (MindTrek’11), ACM, New York, pp 9–15. doi:10.1145/2181037.2181040 Deterding S, Dixon D, Khaled R, Nacke L (2011) From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th international academic MindTrek conference: envisioning future media environments (MindTrek’11), ACM, New York, pp 9–15. doi:10.​1145/​2181037.​2181040
go back to reference Donato P, Link MW (2013) The gamification of marketing research. Market News 47(2):38–42 Donato P, Link MW (2013) The gamification of marketing research. Market News 47(2):38–42
go back to reference Ferrara J (2012) Playful design: creating game experiences in everyday interfaces. Rosenfeld Media, New York Ferrara J (2012) Playful design: creating game experiences in everyday interfaces. Rosenfeld Media, New York
go back to reference Hackley C (2005) Advertising and promotion communicating brands. Sage, LondonCrossRef Hackley C (2005) Advertising and promotion communicating brands. Sage, LondonCrossRef
go back to reference Hamari J, Koivisto J, Sarsa H (2014) Does gamification work? – a literature review of empirical studies on gamification. In: Proceedings of the 47th Hawaii international conference on system sciences, 6–9 Jan 2014, Waikoloa Hamari J, Koivisto J, Sarsa H (2014) Does gamification work? – a literature review of empirical studies on gamification. In: Proceedings of the 47th Hawaii international conference on system sciences, 6–9 Jan 2014, Waikoloa
go back to reference Harris S, O’Gorman K (2014) Mastering gamification: customer engagement in 30 days. Impackt Publishing, Birmingham Harris S, O’Gorman K (2014) Mastering gamification: customer engagement in 30 days. Impackt Publishing, Birmingham
go back to reference Houtari K, Hamari J (2011) “Gamification” from the perspective of service marketing. In: Proceedings CHI 2011 workshop gamification, 2011, Vancouver Houtari K, Hamari J (2011) “Gamification” from the perspective of service marketing. In: Proceedings CHI 2011 workshop gamification, 2011, Vancouver
go back to reference Houtari K, Hamari J (2012) Defining gamification – a service marketing perspective. In: Proceedings 16th international academic Mindtrek conference, Tampere, 3–5 Oct 2012 Houtari K, Hamari J (2012) Defining gamification – a service marketing perspective. In: Proceedings 16th international academic Mindtrek conference, Tampere, 3–5 Oct 2012
go back to reference Hsu CHC, Powers Tom (2002) Marketing hospitality, 3rd edn. Wiley, New York Hsu CHC, Powers Tom (2002) Marketing hospitality, 3rd edn. Wiley, New York
go back to reference Jagoda P (2013) Gamification and other forms of play. Bound 2 40(2):113–144CrossRef Jagoda P (2013) Gamification and other forms of play. Bound 2 40(2):113–144CrossRef
go back to reference Juul J (2003) The game, the player, the world: looking for a heart of gameness. In: Copier M, Raessens J (eds) Proceeding of level-up: digital games research conference, Utrecht, pp 30–45 Juul J (2003) The game, the player, the world: looking for a heart of gameness. In: Copier M, Raessens J (eds) Proceeding of level-up: digital games research conference, Utrecht, pp 30–45
go back to reference Kliatchko J (2005) Towards a new definition of integrated marketing communications (IMC). Int J Advert 24(1):7–34 Kliatchko J (2005) Towards a new definition of integrated marketing communications (IMC). Int J Advert 24(1):7–34
go back to reference Koivisto J, Hamari J (2014) Demographic differences in perceived benefits from gamification. Comput Hum Behav 15:179–188CrossRef Koivisto J, Hamari J (2014) Demographic differences in perceived benefits from gamification. Comput Hum Behav 15:179–188CrossRef
go back to reference Kotler P (1996) Marketing management: analysis, implementation and control, 8th edn. Prentice Hall, Englewood Cliffs Kotler P (1996) Marketing management: analysis, implementation and control, 8th edn. Prentice Hall, Englewood Cliffs
go back to reference McCabe S (2009) Marketing communications in tourism and hospitality concepts, strategies and cases. Butterworth-Heinemann, Oxford McCabe S (2009) Marketing communications in tourism and hospitality concepts, strategies and cases. Butterworth-Heinemann, Oxford
go back to reference Middleton VTC, Fyall A, Morgan M et al (2009) Marketing in travel and tourism, 4th edn. Butterworth-Heinemann, Burlington Middleton VTC, Fyall A, Morgan M et al (2009) Marketing in travel and tourism, 4th edn. Butterworth-Heinemann, Burlington
go back to reference Moise D (2013) Gamification – the new game in marketing. Rom J Market 2:29–33 Moise D (2013) Gamification – the new game in marketing. Rom J Market 2:29–33
go back to reference Moise D, Cruceru AF (2014) The use of gamification in events marketing. Int J Econ Pract Theor 4(2):185–190 Moise D, Cruceru AF (2014) The use of gamification in events marketing. Int J Econ Pract Theor 4(2):185–190
go back to reference Montola M, Stenros J, Waern A (2009) Pervasive games: theory and design. Experiences on the boundary between life and play. Morgan Kaufmann, Amsterdam et al. Montola M, Stenros J, Waern A (2009) Pervasive games: theory and design. Experiences on the boundary between life and play. Morgan Kaufmann, Amsterdam et al.
go back to reference Nunes M de O, Mayer VF (2014) Mobile technology, games and nature areas: The tourist perspective. Tour Manag Stud 10(1):53–58 Nunes M de O, Mayer VF (2014) Mobile technology, games and nature areas: The tourist perspective. Tour Manag Stud 10(1):53–58
go back to reference Percy L (2008) Strategic integrated marketing communication theory and practice. Butterworth-Heinemann, Burlington Percy L (2008) Strategic integrated marketing communication theory and practice. Butterworth-Heinemann, Burlington
go back to reference Reid RD, Bojanic DC (2006) Hospitality marketing management. Wiley, Hoboken Reid RD, Bojanic DC (2006) Hospitality marketing management. Wiley, Hoboken
go back to reference Ries A, Trout J (1986) Positioning: the battle for your mind. McGraw-Hill, New York Ries A, Trout J (1986) Positioning: the battle for your mind. McGraw-Hill, New York
go back to reference Ritterfeld U, Cody M, Vorderer P (2009) Serious games: mechanisms and effects. Routledge, London Ritterfeld U, Cody M, Vorderer P (2009) Serious games: mechanisms and effects. Routledge, London
go back to reference Shimp TA (2007) Advertising, promotion, and other aspects of integrated marketing communications, 7th edn. Thomson, Mason Shimp TA (2007) Advertising, promotion, and other aspects of integrated marketing communications, 7th edn. Thomson, Mason
go back to reference Suli D, Msc Çani I, Suli H (2013) Communication of tourism product; the case of Himara. Eur J Sustain Dev 2(4):347–354 Suli D, Msc Çani I, Suli H (2013) Communication of tourism product; the case of Himara. Eur J Sustain Dev 2(4):347–354
go back to reference Volkova II (2013) Four pillars of gamification. Middle-East J Sci Res 13(Social Sciences and Humanities):149–152 Volkova II (2013) Four pillars of gamification. Middle-East J Sci Res 13(Social Sciences and Humanities):149–152
go back to reference Xu F, Tian F, Buhalis D et al (2013) Marketing tourism via electronic games: understanding the motivation of tourist players. In: 5th international conference on games and virtual worlds for serious applications (VS-GAMES), Institute of Electrical and Electronic Engineers, Inc. Bournemouth, 11–13 Sept 2013 Xu F, Tian F, Buhalis D et al (2013) Marketing tourism via electronic games: understanding the motivation of tourist players. In: 5th international conference on games and virtual worlds for serious applications (VS-GAMES), Institute of Electrical and Electronic Engineers, Inc. Bournemouth, 11–13 Sept 2013
go back to reference Zichermann G, Linder J (2013) The gamification revolution: how leaders leverage game mechanics to crush the competition. McGraw Hill Professional, New York Zichermann G, Linder J (2013) The gamification revolution: how leaders leverage game mechanics to crush the competition. McGraw Hill Professional, New York
Metadata
Title
New Toy of Marketing Communication in Tourism: Gamification
Authors
Hakan Yılmaz
İnci Oya Coşkun
Copyright Year
2016
Publisher
Springer Singapore
DOI
https://doi.org/10.1007/978-981-10-0087-4_4

Premium Partner